编写 HLSL 代码和表面 着色器在 GPU 上运行的程序。 更多信息
参见 术语表 在内置 渲染管线一系列操作,用于获取场景内容并在屏幕上显示。Unity 允许您选择预建的渲染管线,或编写自己的渲染管线。 更多信息
参见 术语表 中的资源。
页面 | 描述 |
---|---|
编写表面着色器 | 编写内置渲染管线中 表面着色器编写内置渲染管线着色器的一种简化方法。 更多信息 参见 术语表 的资源和技巧,这些着色器是与灯光交互的简化着色器。 |
内置渲染管线中的着色器方法 | 导入预构建着色器文件并在内置渲染管线中使用内置着色器函数的资源。 |
使用 GrabPass 命令获取当前帧缓冲区 | 创建一种特殊的 Pass 类型,将帧缓冲区的内容抓取到纹理中,以便您可以在后续 Pass 中使用它来执行高级基于图像的效果。 |
内置渲染管线中的 HLSL 着色器示例 | 内置渲染管线中 HLSL 着色器的示例。 |
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